100000101 The Roman Legions

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100000101 The Roman Legions is a Dark constructed list published on Game Players Network.

Deck info

Introduction

With the exception of one problem, troopers are great

Decklist

Character

Weapon

Starship

Location

Effect

Interrupt

Strategy

Episodes I and II saw huge battles involving legions upon legions of soldiers (battle droids and troopers in white armor, respectively). My favorate two Dark Side decks are based on exactly those two themes. For my spin on battle droids, see the deck design "We're incomplete control of the ... I mean, in complete control of the planet."

Now down to the strategy. The main idea here is, obviously, swarm (note the 17 troopers). First of all, remember that you can take actions before your first turn. Thus, before activating, make sure to pull Executor with You Cannot Hide Forever & Mobilization Points. Next, ditch the effect to pull up one of your other trooper support effects (I prefer Incosequential Losses). Finally, after activating your Force, search for the Hoth docking bay. The concept is to use Imperial Decree to cancel their force drain bonuses. Once you have both Rebel Base sites on table, deploy what you have to the Defensive Perimiter, and draw the rest of your Force Pile, saving enough Force to fire your weapons (if you deployed any).

Make 3rd Marker your base of operations, as it is the easiest site for you to hold (+1 to weapon destinies), and you can also drain for two there. On subsequent turns, spread your troops from there, making sure that you have a battle destiny at every location. The drains don't usually amount to a whole lot, but every little bit helps, right?

The real power of this deck is in surprise. The first thing that pops into everyone's head when the see four power 1 Stormtroopers holding down a site is, "Oh, that should be easy to beat." Fortunately for you, that's not always the case. With Trooper Assault, those four Stormtroopers jsut attained total power of 12 and are immune to attrition! Next, fire a blaster rifle and play blast points to add a battle destiny. Finally, if Imperial Acadamy Training and Inconsequential Losses are on table (an easy feat, I assure you), each of those Stormtroopers with a weapon is now forfiet 9!

Next, while it may appear that the destiny draws in this deck are terrible (destiny 1 stormtroopers), there are, again, some hidden surprises. Entire Legion boosts your blaster rifles to a respectable 4 or 5 destiny. Secondly, the Virtual Stormtroopers are destiny +2 because of their game text, and also destiny +2 because of Raithal, bringing them up to a 5 as well. The interrupts are all high destiny, which leaves only the unique imperials and Raithal as your low destinies. Take the following scenerio (yes, it has happened to me before): Your opponent attempts to beat your troopers down with Qui-Gon Jinn. One of them fires a Naboo Blaster Rifle and draws a Stormtrooper for weapon destiny. Normally, this would mean a miss, but not so with this deck. With Imperial Acadamy Training and control of Raithal, that destiny 1 Stormtrooper is transformed into a weapon destiny of 6! With the +2 from the blaster rifle, Qui-Gon is hit. It really is that simple.

Great as this deck may seem, though, your opponent has a great way to rain on your parade. The problem that I referenced in the Description is an interrupt whose first nine letters are Grimtaash. I still haven't found a way around that card yet, so if anyone has any suggestions, they would be appreciated.

Here's why I chose some of the cards in this deck:

He Is Not Ready - Having to move your characters when trying to control a site is a real pain. Of course, they could just lose one Force every turn, too. :) Don't play this card, though if they play Honor Of The Jedi.

Blasted Droid - Like Sniper, but better.

Blast Points - You may think, "OK, two or three would be enough, but FIVE of them!?" Yes, five of them. This may seem like a lot for only 7 weapons, but if you recycle those weapons with Inconsequential Losses, the Blast Points come in really handy.

Imperial Squad Leaders - They increase Force efficiency and are the only way that Imperial Trooper Guards can move.

Commander Igar - Both Tagge and Veers are in this deck, so you can go around cancelling those battle destiny draws.

Cards I might consider adding:

One or two more Trooper Assaults - it never hurts to have a little beat down protection in your hand.

Come Here You Big Coward Defensive Shield - Forces them to come out into the open

Search And Destroy - If they don't come to you, they lose force.

Elis Helrot - Once again, a little surprise. I haven't seen one person yet that plays Quite A Mercenary.

Crossfire - Fire two weapons, and you get to add five to total power. Neat.

See also

Sources


References